use RenderCmdBuffer instead RenderCommand,
use TextureCmdBuffer instead TextureCommand.
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@@ -53,7 +53,7 @@ protected:
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int32_t swap_chain_count =0;
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RenderCommand ** cmd_buf =nullptr;
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RenderCmdBuffer ** cmd_buf =nullptr;
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Color4f clear_color;
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@@ -166,14 +166,14 @@ public:
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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cmd_buf=hgl_zero_new<RenderCommand *>(swap_chain_count);
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cmd_buf=hgl_zero_new<RenderCmdBuffer *>(swap_chain_count);
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for(int32_t i=0;i<swap_chain_count;i++)
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cmd_buf[i]=device->CreateRenderCommandBuffer();
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}
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}
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bool BuildCommandBuffer(RenderCommand *cb,RenderPass *rp,Framebuffer *fb,RenderableInstance *ri)
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bool BuildCommandBuffer(RenderCmdBuffer *cb,RenderPass *rp,Framebuffer *fb,RenderableInstance *ri)
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{
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if(!ri)return(false);
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@@ -198,7 +198,7 @@ public:
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return(true);
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}
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void BuildCommandBuffer(RenderCommand *cb,RenderTarget *rt,RenderableInstance *ri)
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void BuildCommandBuffer(RenderCmdBuffer *cb,RenderTarget *rt,RenderableInstance *ri)
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{
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if(!cb||!rt||!ri)
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return;
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@@ -234,7 +234,7 @@ public:
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{
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if(!rl)return;
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RenderCommand *cb=cmd_buf[index];
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RenderCmdBuffer *cb=cmd_buf[index];
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cb->Begin();
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cb->BindFramebuffer(sc_render_target->GetRenderPass(),sc_render_target->GetFramebuffer(index));
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